31 May 2006, 16:07 | #21 | |
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31 May 2006, 18:43 | #22 | |
CaptainM68K-SPS France
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then yes, we should at last provide a french version from the french translation of the pc version. |
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03 March 2007, 23:10 | #23 |
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Flight of the Amazon Queen programmed in AMOS ?!
Hey!
I browsed some Amiga related Wikipedia sites and found out about this: http://en.wikipedia.org/wiki/Flight_of_the_amazon_queen It says FOTAQ was programmed in AMOS! Well, I can´t believe it. Any information about that? |
03 March 2007, 23:15 | #24 |
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Not long ago there was a thread about this... search it up .
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03 March 2007, 23:15 | #25 |
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Oh! Thanks, Ironclaw
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03 March 2007, 23:21 | #26 |
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03 March 2007, 23:22 | #27 |
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Already found it. Thanks!
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03 March 2007, 23:24 | #28 |
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Ohhh how time flies.... feels like it was just a couple of months ago that thread was last active.
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03 March 2007, 23:26 | #29 |
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Yes
It came up right after I joined this fantastic board. I missed it somehow... |
04 March 2007, 03:20 | #30 |
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Wow I never knew this.. very cool.
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04 March 2007, 07:35 | #31 |
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Yeah, it's hard to believe as the game looks so good, guess alot is possible with Amos . But what I think is most confusing about this is that Amos games usually never were professinally done in the art area and such... not many games look good.
*cough*... a movie of the game:... http://recordedamigagames.ath.cx/mod...dex.php?id=249 |
04 March 2007, 08:57 | #32 |
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Well, the finished product was written in C with the prototype and editing tools having been written in AMOS.
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04 March 2007, 10:11 | #33 |
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you can get more informations from John Passfield directly...
http://www.passfieldgames.com/ and Steve Stamatiadis: http://www.spacecaptainsteve.com/ |
04 March 2007, 13:34 | #34 | ||
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05 March 2007, 10:35 | #35 |
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Is there any difference in the amiga version when it comes to using scummvm?
Thanks to the thread starter btw, I downloaded the free talkie version from the author's website and have started playing this game again. I have the cd version for pc somewhere and remember it being quite difficult to get running with all the sound working, it had quite high memory requirements from what I remember. I think it was difficult running the cd driver, mouse driver and sound driver + FOTAQ. |
05 March 2007, 21:38 | #36 |
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06 March 2007, 00:22 | #37 | |
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If you do notice any differences, please add a bug report on the tracker of the ScummVM project. |
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18 April 2020, 09:58 | #38 |
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Gravedigging this up thread up. I just finished listening to Retro Hour Podcast with John Passfield as the guest, where he said that FOTAQ was in fact coded with Amos, but coded again in C for the PC CD-Rom release (that the ScummVM port supports). Have a listen at it, it's an interesting episode – especially their meet up with EA .
PC CD-Rom version also includes a mini game with Joe King interviewing the developers that I was previously unaware of. [ Show youtube player ] |
18 April 2020, 20:27 | #39 |
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There was an Interview on CU Amiga coverdisk 99 (January 1995)
From: http://hol.abime.net/571 Notes: Developer John Passfield on FOTAQ's origin: "The Amiga version was originally written in AMOS then converted over to C code. In fact the source code in C has a lot of emulated AMOS function calls. The PC version was converted across using the same C code base. The tools to build the game were also written in AMOS and the entire game editing was done on the Amiga computer. The game engine was called JASPAR - for "John And Steve's Programmable Adventure Resource" The tools were: JOKER - the game editor. This allowed the building of rooms, laying out of objects and actors and walk paths, etc. ACE - the cutscene editor. DOG - the conversation tree editor. I wrote the engine and tools and Tony Ball converted the JASPAR engine to the PC." |
18 April 2020, 20:32 | #40 |
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